What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan Günzel, Jörg Sternagel, and Dieter Mersch.
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Rune Klevjer is an associate professor at the Department of Information Science and Media Studies, University of Bergen. He specializes in computer game theory, with particular interest in player-avatar relationships, narrative, and the nature of fictional representation in virtual environments.<br /><br />Stephan Günzel, born in 1971, is Professor of Media Theory at the University of Applied Sciences Europe and currently head of the Media Studies Master Program at the Technical University of Berlin. He co-founded the Digital Games Research Center at the University of Potsdam in 2008.<br /><br />Jörg Sternagel (PhD) teaches Media Studies at the University of Potsdam. His research focus is media and phenomenology.<br /><br />Dieter Mersch (Prof. Dr. emerit.) was professor for media theory and media studies at Universität Potsdam, director of the Institute of Theory at Zürcher Hochschule der Künste, and from 2018 to 2021 he was the president of the German Society for Aesthetics. His main fields of expertise are contemporary continental philosophy, media philosophy, aesthetics and art theory, semiotics, hermeneutics, poststructuralism and philosophy of the image, music and language.
What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan Günzel, Jörg Sternagel, and Dieter Mersch.
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Taschenbuch. Zustand: Neu. What is the Avatar? | Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Revised and Commented Edition | Rune Klevjer | Taschenbuch | Großformatiges Paperback. Klappenbroschur | 242 S. | Englisch | 2022 | transcript | EAN 9783837645798 | Verantwortliche Person für die EU: transcript Verlag, Gero Wierichs, Hermannstr. 26, 33602 Bielefeld, live[at]transcript-verlag[dot]de | Anbieter: preigu. Artikel-Nr. 123897049
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